+#include <PxConstraintDesc.h>
+
+

Public Attributes | |
| PxVec3 | linear0 |
| linear component of velocity jacobian in world space | |
| PxReal | geometricError |
| geometric error of the constraint along this axis | |
| PxVec3 | angular0 |
| angular component of velocity jacobian in world space | |
| PxReal | velocityTarget |
| velocity target for the constraint along this axis | |
| PxVec3 | linear1 |
| linear component of velocity jacobian in world space | |
| PxReal | minImpulse |
| minimum impulse the solver may apply to enforce this constraint | |
| PxVec3 | angular1 |
| angular component of velocity jacobian in world space | |
| PxReal | maxImpulse |
| maximum impulse the solver may apply to enforce this constraint | |
| union { | |
| struct SpringModifiers { | |
| PxReal stiffness | |
| spring parameter, for spring constraints | |
| PxReal damping | |
| damping parameter, for spring constraints | |
| } spring | |
| struct RestitutionModifiers { | |
| PxReal restitution | |
| restitution parameter for determining additional "bounce" | |
| PxReal velocityThreshold | |
| minimum impact velocity for bounce | |
| } bounce | |
| } | mods |
| PxReal | forInternalUse |
| for internal use only | |
| PxU16 | flags |
| a set of Px1DConstraintFlags | |
| PxU16 | solveHint |
| constraint optimization hint, should be an element of PxConstraintSolveHint | |
+A constraint is expressed as a set of 1-dimensional constraint rows which define the required constraint on the objects' velocities.
+Each constraint is either a hard constraint or a spring. We define the velocity at the constraint to be the quantity
+v = body0vel.dot(lin0,ang0) - body1vel.dot(lin1, ang1)
+For a hard constraint, the solver attempts to generate
+1. a set of velocities for the objects which, when integrated, respect the constraint errors:
+v + (geometricError / timestep) = velocityTarget
+2. a set of velocities for the objects which respect the constraints:
+v = velocityTarget
+Hard constraints support restitution: if the impact velocity exceeds the bounce threshold, then the target velocity of the constraint will be set to restitution * -v
+Alternatively, the solver can attempt to resolve the velocity constraint as an implicit spring:
+F = stiffness * -geometricError + damping * (velocityTarget - v)
+where F is the constraint force or acceleration. Springs are fully implicit: that is, the force or acceleration is a function of the position and velocity after the solve.
+All constraints support limits on the minimum or maximum impulse applied.
| PxVec3 Px1DConstraint::angular0 | +
+angular component of velocity jacobian in world space +
+ +
| PxVec3 Px1DConstraint::angular1 | +
+angular component of velocity jacobian in world space +
+ +
| struct { ... } ::RestitutionModifiers Px1DConstraint::bounce | +
+ +
| PxReal Px1DConstraint::damping | +
+damping parameter, for spring constraints +
+ +
| PxU16 Px1DConstraint::flags | +
+a set of Px1DConstraintFlags +
+ +
| PxReal Px1DConstraint::forInternalUse | +
+for internal use only +
+ +
| PxReal Px1DConstraint::geometricError | +
+geometric error of the constraint along this axis +
+ +
| PxVec3 Px1DConstraint::linear0 | +
+linear component of velocity jacobian in world space +
+ +
| PxVec3 Px1DConstraint::linear1 | +
+linear component of velocity jacobian in world space +
+ +
| PxReal Px1DConstraint::maxImpulse | +
+maximum impulse the solver may apply to enforce this constraint +
+ +
| PxReal Px1DConstraint::minImpulse | +
+minimum impulse the solver may apply to enforce this constraint +
+ +
| union { ... } Px1DConstraint::mods | +
+ +
| PxReal Px1DConstraint::restitution | +
+restitution parameter for determining additional "bounce" +
+ +
| PxU16 Px1DConstraint::solveHint | +
+constraint optimization hint, should be an element of PxConstraintSolveHint +
+ +
| struct { ... } ::SpringModifiers Px1DConstraint::spring | +
+ +
| PxReal Px1DConstraint::stiffness | +
+spring parameter, for spring constraints +
+ +
| PxReal Px1DConstraint::velocityTarget | +
+velocity target for the constraint along this axis +
+ +
| PxReal Px1DConstraint::velocityThreshold | +
+minimum impact velocity for bounce +
+ +
+